Universal Subclass Dragon Raiser (5e Subclass)
Agent of Love[edit]
How did you come to be?[edit]
An Agent of Love is created when a person is visited by an avatar of love. Sometimes you are converted willing while others are converted against their will. Keep these in mind when creating an Agent of Love. How did you encounter the Incubator, avatar of love? What did you desire to gain by doing its bidding?
Creating a Agent of Love[edit]
Class Features
As a Agent of Love you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Agent of Love level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Agent of Love level after 1st
- Proficiencies
Armor: Light armor, medium armor, Shields
Weapons: Simple Weapon
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose Any 1 skill and 1 to skill tied to charisma
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Shield or (b) One Weapon of your Choice
- (a) explorer's kit or (b) scholar's supplies
- (a) one Melee weapon of your Choice and one Ranged weapon of your choice or (b) {{{item3b}}}
Level | Proficiency Bonus |
Charm Points Maximum | Features | Soul Weapon |
---|---|---|---|---|
1st | +2 | 3 | Soul Gem, Charm Points Transformation, Soul Gear | 1d4 |
2nd | +2 | 4 | Love Chards, Love Archetype | 1d4 |
3rd | +2 | 5 | Effects of Love, Incubator's Power | 1d4 |
4th | +2 | 6 | Ability Score Improvement | 1d4 |
5th | +3 | 10 | Extra Attack | 1d6 |
6th | +3 | 14 | Love Archetype Feature | 1d6 |
7th | +3 | 16 | Savior, Magical Speed | 1d6 |
8th | +3 | 18 | Ability Score Improvement | 1d6 |
9th | +4 | 23 | Unstable Emotions | 1d6 |
10th | +4 | 28 | Signature Attack | 1d6 |
11th | +4 | 30 | Love Archetype Feature | 1d8 |
12th | +4 | 32 | Ability Score Improvement | 1d8 |
13th | +5 | 35 | Soul Shell | 1d8 |
14th | +5 | 38 | Naturally Charming | 1d8 |
15th | +5 | 41 | Love Archetype Feature | 1d8 |
16th | +5 | 44 | Ability Score Improvement | 1d8 |
17th | +6 | 51 | Awakened Form | 1d10 |
18th | +6 | 58 | Love Archetype Feature | 1d10 |
19th | +6 | 61 | Ability Score Improvement | 1d10 |
20th | +6 | 64 | Godly ascension/Ultimate Rebellion | 1d10 |
Soul Gem[edit]
You've been chosen and now your soul resides within a special item called a "Soul Gem." This can take the shape of either a Necklace, a Ring, an Earring, a Gem, or embedded inside your body. This is how you utilize your Charm Powers however because of this, you cannot attune to other Magical Weapons or Armors unless you make them your Soul Gear. You are still able to attune other magical items.
Beware, if this Soul Gem were to be more than 50 feet away from your current body, you will no longer be able to use any features from this class. This Gem is contains your soul, and though it may be "durable", it is not indestructible. The Gem itself has AC: 10 + Constitution HP: 50 + 10 x Agent of Love level, and no form of Magic, not even a Wish spell, can remove the magic that binds you to this Gem. However, without a body to shield your gem from danger, your Gem is Vulnerable. So long as your Soul Gem exists, so do you. If your soul gem is shattered then it is the equivalent of your soul being shattered, even if somehow someone fixes the gem to its original state your soul is still shattered therefore you're still dead and at that point only wish spell would have a chance of bringing you back.
In the (unfortunate) event that you're only separated from your Soul Gem, you can attempt a Charisma and Constitution save, each has DC of 20. Succeed 1 of the saves and "you're able to move but barely" your movement speed is reduced to 5ft and you gain Disadvantage on any further rolls. Succeed both saves and "your will goes beyond your Gem even if for a short time". you gain no penalties for 1d4 hour(s) after which you gain the penalties as if you only succeed 1 saving throw. Failing both rolls or choosing not to roll at all will render you "unconscious" (But not as 0 Hitpoints) until your Soul Gem is returned in which afterward you instantly wake you up.
In the (more unfortunate) event that your physical body dies, your soul will remain dormant inside of its Soul Gem, and you are aware of a potential host within 100ft of you (Potential Hosts are any Living Humanoid creatures with 10 or more Intelligence). You have 72 hours to find a new host before you forcibly take over the nearest Humanoid target within 10 ft of your Gem. Once you forcefully try to take over a new body that you've found, the creature must make a Wisdom Saving Throw (DC= 8+ Your Charisma Modifier + Your Proficiency Bonus) or have its Soul and Will suppressed/ejected and allow you to take over the body. If the target makes a successful save, you and the host fights inside of the host's soul. You and the resisting creature make your Charisma check vs their Wisdom saving throw. If you win you take over the host as normal, if not then you're ejected from the host and your soul gem gains a death save failure, you cannot remove death save failures until you get a new body and when you receive 3 failures your Soul gem will crack and shatter over the course of an hour and during this time you cannot attempt to find or forcefully take over a new body unless someone willingly gives you theirs.
After forcefully taking a new host, you go into an unconscious state for 24 hours while your new body reforms into the shape that it was before your previous body died, you slightly change your height but can't go beyond the size level of what it was. If the creature willingly accepts you (no mind control/altering spells) no rolls are required but you still going into an unconscious state for 24 hours and the body will reshape itself into your previous form before your body died. If you did it willingly If you desire you may take 1 language, tool, or Weapon (one kind Ex: Longsword, or Shortbows) proficiency from the body, you can only do this once every week as you still need to get used to the new knowledge you've just obtained. If you die during that week period you will die as normal and cannot be revived with a resurrection spell and must be revived by other means.
Charm Points[edit]
At 1st level, as an Agent of Love, you need to keep your Soul Gem filled with Charm Points. Your soul gem will start with 4 CP and increases each time you level up in this. These are used to fuel your various spells and abilities. At the end of a long rest, you regain all of your CP.
If your Soul Gem loses all its CP, you will have 1 hour to regain at least 1 CP before you must make a death save (DC 16). On successful save "You feel the love around you and gain 4 CP". On a failed save, you transform into a Berzerk Vampire. In this state, the GM controls your character and attempts to suck out love from near by victims. When the Berzerk Vampire's HP goes below 1 HP or it becomes unconscious, you transform back to normal. You regain 1 CP and fall unconscious for 1d4 hour. When you wake up, you regain control of your character.
Berserk Vampire Stat | |||||
---|---|---|---|---|---|
Undead humanoid | |||||
Armor Class: 16+dexerity modifier + charisma modifier | |||||
Hit Points:13 + 10 x Agent of Love class level | |||||
Speed: 60 ft., hover 5ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 16 (+3) | 20 (+5) | 6 (-2) | 9 (-1) | 1 (-5) |
Senses: Darkvision 120 ft., passive Perception 9 | |||||
Damage Vulnerability: Radiant | |||||
Condition Immunity: Charmed, Frightened, Stunned, and Exhaustion | |||||
Languages: none | |||||
Challenge: Agent of Love level | |||||
Actions | |||||
Multi-attack You make three attacks: two soul weapon attacks and one bite attack | |||||
Soul Weapon Attack Melee Weapon attack: +6+PB to hit, reach 5 ft., one target. Hit: soul weapon normal damage | |||||
Bite Attack Melee Weapon attack: +6+PB to hit, reach 5 ft., one target. Hit: 7 necrotic damage and regain hit points equal to half of damage dealt. Additionally, the creature is drained of one point of charisma ability score. This drain is restored when this creature is "slayed" |
Transformation[edit]
You aren't at your prime until you trigger your Transformation.
Starting at the 1st level, whenever you roll the initiative, you may Transform. You may choose to enter or leave your transformation as a bonus action. Your transformation lasts for 1 minute. Your appearance changes as if you cast Alter self spell. This appearance change is always the same when you transform. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your Agent of Love level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw vs 8+ Your Charisma Modifier + Your Proficiency Bonus. If the saving throw fails, the target is charmed of you until the end of your next turn.
- You are immune to the charmed condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you run out of uses, you may expend 2 CP to regain a single use.
Soul Gear[edit]
At 1st level, you infuse your gear with soul energy. Whenever you use Transformation, you may change your equipment with your Soul Gear. A Soul Gear is made of one Soul Outfit and any number of Soul Weapons. These two types of Soul Gear is defined below. Whenever you leave Transformation, you may put away your Soul Gear. Your Soul Gear is stored in your Soul Gem.
As a bonus action and 1 CP, you may change your equipment with your Soul Gear or the reverse.
As a bonus action and 1 CP, you summon any part of your soul gear. If it was damaged or destroyed, it is fully repaired.
- Soul Outfit
A Soul Outfit can be a full set of armor, normal set of clothes, or a combination of both. You may change your Soul Outfit with any non-magical armor, set of clothing, pr a mixture of the two after a long rest. The minimal AC that your Soul Outfit provides is 10 + your Charisma Modifier + your Dexterity Modifier. You can use a shield and still gain this benefit.
- Soul Weapon
A Soul Weapon can be any normal weapon or a normal object like a wand. You may change your Soul Outfit with any non-magical armor, set of clothing, pr a mixture of the two after a long rest. You are always proficient with your Soul Weapon. If your weapon has one damage dice, you may replace the damage dice of your soul weapon with the damage dice in the Soul Weapon column in the Agent of Love class.
Charm Shards[edit]
At 2nd level, you learn to harvest Charm Shards by doing certain action. Each Love Archetype has different actions to generate these Charm Shards. Charm Shards are only able seen and interacted by characters with Agents of Love class levels.
As an action, you can use a Charm Shard by touching it to your soul gem or by shattering it. Each Charm Shard contains CP equal to your proficiency bonus.
Love Archetype[edit]
At 2nd level, you chose a love archetypes. Choose between Magical, Commander, Charmer, Meddler, Changed, Creative, cook, and Love-less,, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 11th, 15th, and 18th levels.
Effects of Love[edit]
At 3rd level, you can use love to empower your soul gear. During a long rest, you may spend 5 cp, 1 charm shard, and a magical item to enchant one of your non-magical Soul Gear. That Soul gear gains all enchantment, curses, and sentience of the original magical item. The original magical item becomes a normal item.
During a long rest, you may spend 5 cp, 1 charm shard, and a non-magical item to dis-enchant one of your magical Soul Gear. That non-magical item gains all enchantment, curses, and sentience of the Soul Gear. The Soul Gear becomes a non-magical Soul Gear.
Incubator's Power[edit]
At 3rd level, the Incubator, creator of the Soul Gem, is willing to share a small fraction of its power to aid your fate and keep you going. As an action and spending X CP, you cause a friendly or charmed creature within 30 ft of you to gain effects for 1 minute. This feature requires concentration as if you are casting a spell. Choose any number effects below, each costing 4 CP
- At the end of the turn, regain 1 HP
- Add 1d4 whenever this creature rolls 1d20
- This creature understands and speaks one of the languages that you know
- Weapon attacks deal an extra 1d4 radiant damage
- Movement speed is doubled
- Add 1d8 to initiative rolls
- This creature is immune to being frightened and gains temporary hit points equal to your charisma modifier at the start of each of its turns
- This creature is charmed by you
- Jump distance is tripled
- AC is increased by 2
- This creature gains the ability to comprehend and verbally communicate with beasts
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Savior[edit]
At 7th level, you desire to keep their friends safe. Whenever an ally or charmed creature is attacked within your jumping distance and before the attack roll is called, you can use your reaction and 3 CP to jump in the way of the attack. The triggering attack is made against you. If the attack hits, after taking damage (if any), you regain 1d4 + your charisma modifier of hit points.
Magical Speed[edit]
At 7th level, while you are Trandformation, your walking Walking Speed is increased by 5 times your proficiency modifier.
Unstable Emotions[edit]
At 9th level, you tap into the strongest emotion in the world, love, whenever you become emotional unstable. If an ally is knocked down to 0 hit points or less, as a reaction, you enter Love's Vengeance. For 1 minute, you gain the following features:
- +2 to all attack rolls
- Crit on 19 or 20
- Add Soul Weapon damage dice to all weapon damage
- You can make one weapon attack as a bonus action
When you exit Love's Vengeance, you gain 1 level of exhaustion. You can use this feature once per short or long rest.
Signature Attack[edit]
At 10th level, you can channel your CP into a devastating attack. As an action and 5 CP, you create a massive wave of energy. Each creature within a 30 ft cone, 60 ft line, or 20 ft around (your choice) makes a dexterity saving throw vs 8 + charisma modifier + proficiency bonus. A creature takes 8d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon.
Soul Shell[edit]
At 13th level, your soul gem has survived and grown with you for this long. Your Soul Gem gains temporary hit points equal to 30 + 10 x Agent of Lovel level. As love as the Soul Shell is up (as long as your Soul Gem has temporary hit points), it has the following features:
- AC is increased by 5
- Immunity to Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, and Thunder damage
- Resistance to Non-magical Bludgeoning, Piercing, and Slashing damage.
- Vulnerable to all magic damage that deals acid or physic damage.
- You can now be 100 feet away before you need to make death saving throws.
Naturally Charming[edit]
At 14th level, you know how to be attractive and cute. You can add your intelligence or wisdom modifier to all of your charisma based skills.
In addition, you can cast charm person by spending 2 CP.
Improved Transformation[edit]
At 17th Level, you gain the ability to go beyond your limits with a flashy new and powerful transformation. Whenever you use Transformation, you cast polymorph on yourself. While polymorphed this way, you gain addition effects of below:
- You can replace the damage dice of your unarmed attack with Soul Weapon's damage dice
- Your unarmored defense cannot be lower than 12 + dexterity modifier + charisma modifier
- You can disengage or dash as a bonus action
- You keep all feature from Agent of Love class
When you end your polymorph early, you may remained Transformation. You may use this feature once per long rest. You can spend 10 CP to regain the use of this feature.
Godly Accession/Ultimate Rebellion[edit]
Starting at 20th level you Reached your full potential and doing so does has its merits, your magical powers have peaked and you gain the ability to have the power of a god or rebel against them. Choose 1 Godly Accession or Ultimate Rebellion
- Godly Accession
You become what they call and worship "A God"; Your Soul Gem becomes the Holy Gem and cannot be separated from you unless your physical body dies. You gain the following features:
- You may cast Resurrection without expending CP, Spell slots, or Material Components once per long rest.
- You also gain the ability to make any roll of a creature that you can see a 1 or 20 as a reaction 3 times per long rest.
- You gain resistance to all damage types.
- Ultimate Rebellion
You become what they fear and call "The Devil"; Your Soul Gem becomes the Dark Gem and cannot be separated from you unless your physical body dies. You gain the following features:
- You can regain half of your current CP as a bonus action once per long rest but your current CP can't surpass your maximum CP.
- You also may cast Modify Memory without expending CP, Spell slots, or Verbal Components once per long rest.
Love Archetypes[edit]
Each person experience and show their love in different ways. Agent of Love learned to focus on of the multiple ways of love.
Magical[edit]
You view love as a magical experience. You show your love by showing off your magical skills.
- Spellcaster
At 2nd Level, you awaken latent magic within your soul.
- Preparing and Casting Spells
To cast one of your paladin spells of 1st level or higher, you must expend a spell slot. As part of casting the spell, you create a spell slot by expending CP as seen in CP to Spell Slot conversion. You cannot create a spell slot greater than Agent of Love level / 4 (rounded up).
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your Agent of Love level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Agent of Love, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in understanding love: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your Agent of Love spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use you Soul Weapon as a spellcasting focus for your paladin spells.
Charm Points | Spell Slot Level |
---|---|
2 | 1 |
3 | 2 |
5 | 3 |
6 | 4 |
7 | 5 |
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you make someone's day magical. The following conditions will generate one Charm Shard:
- You use magic to save someone's life
- You use magic to prevent a bad out come
- You use magic to make someone happy
- Smite by Love
At 6th level, you can channel massive amount of CP into a creature. As a bonus action and 3 CP, you can infuse your Soul Weapon for 1 minute. The next time you hit with this weapon, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be charmed by all creatures that they see until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
If the creature becomes friendly to you because of this feature and no longer effected by any magic, that creature generate one Charm Shard.
- Confusing Love
At 11th level, you use a mix of love and magic to make a creature hit someone else. When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction and 1 CP to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
- Infectious Love
At 15th level, you can make love contagious. Whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed, you can use 1 CP (not requiring reaction) to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
If the creature becomes friendly to you because of this feature and no longer effected by any magic, that creature generate one Charm Shard.
- Magic Secrets
At 18th level, you learn other types of magic. You learn two spells from any class that is 5th level spell or lower. These two spells do not count against the amount your prepared spells.
Commander[edit]
Love cannot be gain without a battle. Love requires effort. You show love through example.
- Fighting Style
At 2nd level, you practice honing your combat skills. You may choose a fighting style from any class. If a fighting style grants you spells, charisma is your spell casting ability,
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you make someone's day magical. The following conditions will generate one Charm Shard:
- When you use your action to use the help action
- When show others how to succeed
- When you give sound advice
- Fight Love with Love
Starting at 6th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
- Lead by Example
At 11th level, you guide other to make the finishing move. Whenever you charm a creature or get a critical hit, an ally creature of your choose within 30 ft of you can use their reaction to make one weapon attack on the triggering creature. This attack from your ally does not end the charm effect on the creature.
- Commanding Aura
At 18th level, your presence on the field of battle is an inspiration to those dedicated to your cause. When you Transformation, you gain the followong:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a short or long rest. You can expend 7 CP to regain the use of this feature.
Charmer[edit]
You enjoy the attention of others. You desire to be in the center of attention
- Natural Charm
At 3rd level, you use your knowledge and experience to be more charming. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you are the center of attention. The following conditions will generate one Charm Shard:
- Whenever your failed stealth roll cause someone to notice you
- Whenever you draw a crowd
- Whenever your relationship with someone improves
- Enthralling Performance
Starting at 6th level, you can charge your performance with seductive, love magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw vs 8 + your charisma modifier + proficiency modifier or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest. You can regain the use of this feature by spend 3 CP.
- Quick Charm
At 6th level, you are an expert at quickly getting people's attention. As a bonus action and 4 CP, you can cast one the spells below:
- Animal Friendship
- Charm person
- Command
- Compelled Duel
- Disguise Self
- Heroism
- Hideous Laughter
- Sanctuary
- Don't Hit Me!
At 11th level, you use your charm to avoid being hit. Whenever a creature successfully hit you but not has rolled damage, you can use your reaction to charm the creature. The attacker makes a charisma saving throw vs 8 + charisma modifier + proficiency bonus or be unable to attack you this turn. The creature auto-succeed if they are immune to charm. The triggered attack may be rerolled to a new creature if the attacker desires to hit someone else.
- Sweet Nothing
At 15th level, you gain the ability to weave love magic into your words and tap into a creature’s deepest desires.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against 8 + charisma modifier + proficiency bonus. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as promise to grant their greatest desire.
While you gain no knowledge of this desire, the target is convinced you can provide it. While charmed in this way, the creature obeys your commands as they believe that doing your bidding will grant their wish. They will follow your every command as long as they think it is worth doing it to gain their deepest desires.
When the effect ends, the creature has no understanding of why it believed that you can grant their deepest desires.
Once you use this feature, you can’t use it again until you finish a long rest. You can regain the use of this feature by spending 8 CP.
- Placeholder
At 18th level, ...
Meddler[edit]
You prefer to help others in their love affair. You show your love by making others love each other.
- Spellcaster
At 2nd Level, you infuse your arrows with your love.
- Preparing
You prepare the list of bard spells that are available for you to cast, choosing from the bard spell list. When you do so, choose a number of bard spells equal to your Charisma modifier + half your Agent of Love level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Agent of Love, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in understanding love: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your Agent of Love spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use you Soul Weapon as a spellcasting focus for your bard spells.
- Spell Sniper
Unlike normal spellcasters, you infuse your arrow with magic. As a bonus action, choose one bard spell that you prepared and has a casting time of an action, bonus action, or reaction. You "cast" the spell into an ammo that you are holding. Next time that ammo hits a creature, instead of dealing damage, the stored spell is casted on that creature. The creature that fired the ammo maintains the concentration, if any. Anything that is up to question, like the direction of an area of effect of a cone, is decided by the creature who fired the ammo. As long the ammo remains unharmed, missing the attack does not cause the magic stored in the ammo to disappear.
Whenever you "cast" one of your bard spells of 1st level or higher, you must expend a spell slot. As part of casting the spell, you create a spell slot by expending CP as seen in CP to Spell Slot conversion. You cannot create a spell slot greater than Agent of Love level / 4 (rounded up).
Charm Points | Spell Slot Level |
---|---|
5 | 1 |
6 | 2 |
8 | 3 |
9 | 4 |
10 | 5 |
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you help someone find love. The following conditions will generate one Charm Shard:
- Whenever you help some find love or be successful in love
- Whenever you guide someone to their lover
- Whenever you shoot with an ammo containing charm person and that creature failed the saving throw in combat
- Fine Tuning
At 6th level, you can modify your magical ammo in certain ways. Whenever you "cast" a spell into your ammo, you may spend an extra 1 CP to apply one of the following:
- Harmful: on a hit, apply the ammo's normal damage then active the stored spell
- Fragile: Whenever the ammo is destroyed, the stored spell goes off. When fired, any contact with any surface cause the ammo to be destroyed
- Jumping: If the stored spell is multiple targets, choose the additional targets as if the caster is in the spot of the creature being hit with the arrow. The one who fired the ammo chooses the new targets
- Returning: After the spell goes off, the ammo returns back to the one who fired it. The ammo is unharmed from being fired and from being in the blast of the spell. After returning, the ammo looses all magical properties and stored magic.
- Magic Ammo
At 11th level, you gain the ability to infuse ammo with magic. Whenever you fire an ammo, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
- Curving Shot
At 11th level, you learn how to direct an errant ammo toward a new target. When you make an attack roll with a magical ammo and miss, you can reroll the attack roll against a different target within 60 feet of the original target. You can use this feature once per turn.
- Seeds of Love
At 15th level, you learn to infuse innocent-seeming words with a love magic that can inspire admiration.
If you speak to a humanoid for at least 1 minute, you can attempt to improve a person's appearance and plant ideas of love into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed of you or another creature of your choice. The target is charmed in this way for 8 hours, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest. You can regain the use of this feature by spending 7 CP.
- Sharpen the Blade with Love
At 18th level, you gain the ability to augment your weapons further with your love. As a bonus action, you can expend up to 3 cp points to grant one soul weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of cp points you spent. This bonus lasts for 8 hours or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Changed[edit]
There is no force that can change someone's mind like love. You embrace that change of personality.
- Love Shape
At 2nd level, you use the power of love to change yourself. Whenever you use Transformation, you may spend 1 CP to to magically assume the shape of a non-humanoid creature that you have seen before.
Your Agent of Love level determines the creatures you can transform into, as shown in the Creature Shapes table. At 2nd level, for example, you can transform into any non-humanoid creature that has a challenge rating of 1/2 or lower that doesn't have a flying or swimming speed.
level | Max CR | Limitations |
---|---|---|
2 | 1/2 | No flying or swimming |
6 | 1 | No flying |
11 | 2 | - |
15 | 3 | - |
18 | 4 | - |
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any spellcasting, legendary, or lair actions, you can't use them.
- When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in creature form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, use class features, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Many Lovers, Many Faces
At 2nd level, changing yourself is easy as changing your clothes. You can cast disguise self spell by spending 2 CP.
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you cause someone to change. The following conditions will generate one Charm Shard:
- whenever you cause a bad person to do good deeds
- whenever you cause someone to change their mind
- Whenever you cause some to do an action that they were not originally doing with a successful charisma based skill
- Primal Strike
Starting at 6th level, your attacks in Love Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Berserk Creature
At 11th level, you have the ability to attack more times in your Love Form. When you are in your Love Form, you may use your bonus action, to make one weapon or natural attack.
- Thousand Forms
By 15th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
- Signature Shape
At 18th level, you use the ever changing love to improve your changes. Whenever you Love Shape, you can expend 2 CP to increase the CR of the creature by 1. You may expand additional CP to increase your CR by 1. Each time the cost of increasing your CR goes up by 1.
Example, to use a creature that is 1 CR higher, pay up 2 CP. To use a creature that is 2 CR higher, pay up 2 +3 = 5 CP. To use a creature that is 3 CR higher, pay up 2+3+4=9 CP
Creative[edit]
You like to do out of the box idea to show your love. You like to give out big effort, hand made gifts
- Magic Gun
At 2nd level, you can fire a bolt of energy with your Soul Weapon. When you are using your Soul Weapon, you can use your attack action to fire a bolt of energy. This attack uses your charisma modifier, uses the same damage dice and damage type as your Soul Weapon, and has the range of 20/60 ft.
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you make you complete a hard work on a gift. The following conditions will generate one Charm Shard:
- You give a hand made gift
- You create something helpful for others to use
- You inspire someone to create something good for a person
- Inventions
At 6th level, you can create new inventions like an artificer.
- Infusions Known
When you gain this feature, pick four infusions from the artificer class to learn. You learn additional infusions at 15th, and 18th level.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
- Creating an Invention
During a short or long rest, and spending 2 CP, you can create any item with a matching Infusion for it. If it is a weapon or armor, it counts as your Soul Outfit or Soul weapon. If your Invention requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your invention disappears if it leaves your inventory or equipment. The invention also vanishes if you replace your knowledge of the infusion that is attached to the invention. Your oldest invention disappears if you try to create new inventions pass your invention limit. Your invention limit is 1. It is increased by 1 at 15th, and 18th levels.
If an invention ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
- Quicker Blast
At 11th level, you are better at launching energy at creatures. As a bonus action, you can active one Magic Gun.
Cook[edit]
The best way to get to the heart is through the stomach. You learn to make friends through your food.
- Professional Chief
At 2nd level, you honed your skills in the kitchen. You gain proficiency in survival (If you're already proficient in survival you can just add your proficiency bonus again) and a permanent extra soul weapon that takes the shape of a pan, pot, etc. You can summon your magic cookware at will as a bonus action without using any CP.
Additionally, you can cast bonfire cantrip. This spell uses your charisma modifier as the spell casting modifier
- Baked with Love
At 2nd level, you can cook your cook with your love. As a bonus action and 4 CP, you may cook food from thin air. This has no nutritional value nor does it fill the hungry stomach. This food is artificially flavored with magic to make it extremely good tasting. Any creature can use their bonus action to eat your food. For each time you summon food this way, choose one of the following:
- Honey bun: Regain 1d8 + charisma modifier hit points
- Chocolate: Creature is charmed by the first creature they see for 1 minute. They can make a wisdom saving throw vs 8 + charisma modifier + proficiency bonus at the end of their turn to break out from being charmed.
- Honey Milk: cast sleep that only effect this creature
- Volcano Cake: take 1d10 + charisma modifier fire damage
- Ice Cream Sandwich: take 1d6 cold damage. That creature and all creatures within 5 ft of it must succeed on a Dexterity saving throw vs 8 + charisma modifier + proficiency bonus or take 2d6 cold damage.
- Moon Pie: the target is under the effects of light cantrip. For one minute, all attacks have advantage against this creature
- Cool Mint: Next attack this turn has advantage and it deals an extra 1d4 cold damage
- Hot Chicken Wings: all attacks this turn deals an extra 1d12 fire damage
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever someone enjoys eating food. The following conditions will generate one Charm Shard:
- Whenever someone enjoys your food
- Whenever you open up a person's heart with your food
- Whenever someone eats chocolate failed the saving throw in combat
- Stuffed
At 6th level, you can fill you food with magical fillings. Whenever you use Baked with Love, you may expend 4 additional CP. When you do this, you may pick two different options instead of one option that your food provides.
- Sugar Rush
At 11th level, your food is so great that people feel energized by your food. Whenever a creature eats your food, they can make one more addition attack when they make the attack action on this turn.
- Placeholder
At 15th level, ....
- Placeholder
At 18th level, ....
Love-less[edit]
You cannot feel love.
- Void Shell
At 2nd level, your soul is trapped in the Soul Gem, preventing you from feeling any love. You gain the following benefits
- You have advantage to death saving throws
- Your Ac is increased by 1
- You have immunity to being charmed
- Your maximum HP is increased by 2 and 1 more for every new level in Agent of Love
And you gain the following problems
- Your speed is reduced by 5 ft
- You have disadvantage on dexterity and charisma saving throws
- Charm Shard Harvest
At 2nd level, you harvest Charm Shards whenever you crush someone's love or someone tries to make you fall in love with you. The following conditions will generate one Charm Shard:
- Your actions cause an unhappy love relationship
- You prevented acts of displaying love
- Someone flirted with you
- Someone gave you gifts of love
- Hollow
At 6th level, you will do anything for your enemies to fall, and you will not go down until you have crushed them. When you would fall to 0 hit Points, you may fall to 1 Hit Point instead. Until the end of your turn, your next attack has advantage. You can do this once per long rest. You can regain this feature by spending 3 CP
- Ender of Love
"They're relentless attackers who will keep on attacking until either them or their opponent falls."
At 11th level, you use the power of love to end love. Whenever you miss with an attack, you can spend 2 CP to reroll the attack. You can use this feature any number of times.
When use this feature and hit, you may spend 2 CP to deal an extra damage equal to Soul Weapon damage dice.
- Remove Love
At 15th level, you become the master of causing fear, not love. Whenever you cause the charmed effect, you instead cause them to receive the frightened condition. Creatures frighten of you are immune to being charmed and have disadvantage to hit you.
- Disconnect
At 18th level, you can remove yourself from all pain and suffering. Whenever you Soul Gem is farther than 5 ft from you, you gain the following features:
- You have resistance to all damage
- Whenever you pass a death saving throw, you regain 1 hit points
- You are immune to frighten condition
- You have disadvantage to all ability checks, skills, and saving throws relates to intelligence, wisdom, and charisma
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Agent of Love class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Agent of class, you gain proficiency in simple weapons, light armor, medium armor, and shields
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